// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" #include "bg_saga.h" typedef struct teamgame_s { float last_flag_capture; int last_capture_team; flagStatus_t redStatus; // CTF flagStatus_t blueStatus; // CTF flagStatus_t flagStatus; // One Flag CTF int redTakenTime; int blueTakenTime; } teamgame_t; teamgame_t teamgame; void Team_SetFlagStatus( int team, flagStatus_t status ); void Team_InitGame( void ) { memset(&teamgame, 0, sizeof teamgame); switch( g_gametype.integer ) { case GT_CTF: case GT_CTY: teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE ); Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE ); break; default: break; } } int OtherTeam(int team) { if (team==TEAM_RED) return TEAM_BLUE; else if (team==TEAM_BLUE) return TEAM_RED; return team; } const char *TeamName(int team) { if (team==TEAM_RED) return "RED"; else if (team==TEAM_BLUE) return "BLUE"; else if (team==TEAM_SPECTATOR) return "SPECTATOR"; return "FREE"; } const char *OtherTeamName(int team) { if (team==TEAM_RED) return "BLUE"; else if (team==TEAM_BLUE) return "RED"; else if (team==TEAM_SPECTATOR) return "SPECTATOR"; return "FREE"; } const char *TeamColorString(int team) { if (team==TEAM_RED) return S_COLOR_RED; else if (team==TEAM_BLUE) return S_COLOR_BLUE; else if (team==TEAM_SPECTATOR) return S_COLOR_YELLOW; return S_COLOR_WHITE; } // NULL for everyone /* void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) { char msg[1024]; va_list argptr; char *p; va_start (argptr,fmt); if (vsprintf (msg, fmt, argptr) > sizeof(msg)) { G_Error ( "PrintMsg overrun" ); } va_end (argptr); // double quotes are bad while ((p = strchr(msg, '"')) != NULL) *p = '\''; trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg )); } */ //Printing messages to players via this method is no longer done, StripEd stuff is client only. //plIndex used to print pl->client->pers.netname //teamIndex used to print team name void PrintCTFMessage(int plIndex, int teamIndex, int ctfMessage) { gentity_t *te; if (plIndex == -1) { plIndex = MAX_CLIENTS+1; } if (teamIndex == -1) { teamIndex = 50; } te = G_TempEntity(vec3_origin, EV_CTFMESSAGE); te->r.svFlags |= SVF_BROADCAST; te->s.eventParm = ctfMessage; te->s.trickedentindex = plIndex; if (ctfMessage == CTFMESSAGE_PLAYER_CAPTURED_FLAG) { if (teamIndex == TEAM_RED) { te->s.trickedentindex2 = TEAM_BLUE; } else { te->s.trickedentindex2 = TEAM_RED; } } else { te->s.trickedentindex2 = teamIndex; } } /* ============== AddTeamScore used for gametype > GT_TEAM for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c ============== */ void AddTeamScore(vec3_t origin, int team, int score) { gentity_t *te; te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND ); te->r.svFlags |= SVF_BROADCAST; if ( team == TEAM_RED ) { if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) { //teams are tied sound te->s.eventParm = GTS_TEAMS_ARE_TIED; } else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] && level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) { // red took the lead sound te->s.eventParm = GTS_REDTEAM_TOOK_LEAD; } else { // red scored sound te->s.eventParm = GTS_REDTEAM_SCORED; } } else { if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) { //teams are tied sound te->s.eventParm = GTS_TEAMS_ARE_TIED; } else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] && level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) { // blue took the lead sound te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD; } else { // blue scored sound te->s.eventParm = GTS_BLUETEAM_SCORED; } } level.teamScores[ team ] += score; } /* ============== OnSameTeam ============== */ qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) { if ( !ent1->client || !ent2->client ) { return qfalse; } if ( g_gametype.integer < GT_TEAM ) { return qfalse; } if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) { return qtrue; } return qfalse; } static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' }; void Team_SetFlagStatus( int team, flagStatus_t status ) { qboolean modified = qfalse; switch( team ) { case TEAM_RED: // CTF if( teamgame.redStatus != status ) { teamgame.redStatus = status; modified = qtrue; } break; case TEAM_BLUE: // CTF if( teamgame.blueStatus != status ) { teamgame.blueStatus = status; modified = qtrue; } break; case TEAM_FREE: // One Flag CTF if( teamgame.flagStatus != status ) { teamgame.flagStatus = status; modified = qtrue; } break; } if( modified ) { char st[4]; if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY ) { st[0] = ctfFlagStatusRemap[teamgame.redStatus]; st[1] = ctfFlagStatusRemap[teamgame.blueStatus]; st[2] = 0; } trap_SetConfigstring( CS_FLAGSTATUS, st ); } } void Team_CheckDroppedItem( gentity_t *dropped ) { if( dropped->item->giTag == PW_REDFLAG ) { Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED ); } else if( dropped->item->giTag == PW_BLUEFLAG ) { Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED ); } else if( dropped->item->giTag == PW_NEUTRALFLAG ) { Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED ); } } /* ================ Team_ForceGesture ================ */ void Team_ForceGesture(int team) { int i; gentity_t *ent; for (i = 0; i < MAX_CLIENTS; i++) { ent = &g_entities[i]; if (!ent->inuse) continue; if (!ent->client) continue; if (ent->client->sess.sessionTeam != team) continue; // ent->flags |= FL_FORCE_GESTURE; } } /* ================ Team_FragBonuses Calculate the bonuses for flag defense, flag carrier defense, etc. Note that bonuses are not cumulative. You get one, they are in importance order. ================ */ void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker) { int i; gentity_t *ent; int flag_pw, enemy_flag_pw; int otherteam; int tokens; gentity_t *flag, *carrier = NULL; char *c; vec3_t v1, v2; int team; // no bonus for fragging yourself or team mates if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker)) return; team = targ->client->sess.sessionTeam; otherteam = OtherTeam(targ->client->sess.sessionTeam); if (otherteam < 0) return; // whoever died isn't on a team // same team, if the flag at base, check to he has the enemy flag if (team == TEAM_RED) { flag_pw = PW_REDFLAG; enemy_flag_pw = PW_BLUEFLAG; } else { flag_pw = PW_BLUEFLAG; enemy_flag_pw = PW_REDFLAG; } // did the attacker frag the flag carrier? tokens = 0; if (targ->client->ps.powerups[enemy_flag_pw]) { attacker->client->pers.teamState.lastfraggedcarrier = level.time; AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS); attacker->client->pers.teamState.fragcarrier++; //PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n", // attacker->client->pers.netname, TeamName(team)); PrintCTFMessage(attacker->s.number, team, CTFMESSAGE_FRAGGED_FLAG_CARRIER); // the target had the flag, clear the hurt carrier // field on the other team for (i = 0; i < g_maxclients.integer; i++) { ent = g_entities + i; if (ent->inuse && ent->client->sess.sessionTeam == otherteam) ent->client->pers.teamState.lasthurtcarrier = 0; } return; } // did the attacker frag a head carrier? other->client->ps.generic1 if (tokens) { attacker->client->pers.teamState.lastfraggedcarrier = level.time; AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens); attacker->client->pers.teamState.fragcarrier++; //PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n", // attacker->client->pers.netname, TeamName(team)); // the target had the flag, clear the hurt carrier // field on the other team for (i = 0; i < g_maxclients.integer; i++) { ent = g_entities + i; if (ent->inuse && ent->client->sess.sessionTeam == otherteam) ent->client->pers.teamState.lasthurtcarrier = 0; } return; } if (targ->client->pers.teamState.lasthurtcarrier && level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT && !attacker->client->ps.powerups[flag_pw]) { // attacker is on the same team as the flag carrier and // fragged a guy who hurt our flag carrier AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS); attacker->client->pers.teamState.carrierdefense++; targ->client->pers.teamState.lasthurtcarrier = 0; attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; team = attacker->client->sess.sessionTeam; // add the sprite over the player's head attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->client->ps.eFlags |= EF_AWARD_DEFEND; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; return; } if (targ->client->pers.teamState.lasthurtcarrier && level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) { // attacker is on the same team as the skull carrier and AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS); attacker->client->pers.teamState.carrierdefense++; targ->client->pers.teamState.lasthurtcarrier = 0; attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; team = attacker->client->sess.sessionTeam; // add the sprite over the player's head attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->client->ps.eFlags |= EF_AWARD_DEFEND; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; return; } // flag and flag carrier area defense bonuses // we have to find the flag and carrier entities // find the flag switch (attacker->client->sess.sessionTeam) { case TEAM_RED: c = "team_CTF_redflag"; break; case TEAM_BLUE: c = "team_CTF_blueflag"; break; default: return; } // find attacker's team's flag carrier for (i = 0; i < g_maxclients.integer; i++) { carrier = g_entities + i; if (carrier->inuse && carrier->client->ps.powerups[flag_pw]) break; carrier = NULL; } flag = NULL; while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) { if (!(flag->flags & FL_DROPPED_ITEM)) break; } if (!flag) return; // can't find attacker's flag // ok we have the attackers flag and a pointer to the carrier // check to see if we are defending the base's flag VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1); VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2); if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS && trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) || ( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS && trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) && attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) { // we defended the base flag AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS); attacker->client->pers.teamState.basedefense++; attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; // add the sprite over the player's head attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->client->ps.eFlags |= EF_AWARD_DEFEND; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; return; } if (carrier && carrier != attacker) { VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1); VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1); if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS && trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) || ( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS && trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) && attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) { AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS); attacker->client->pers.teamState.carrierdefense++; attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; // add the sprite over the player's head attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->client->ps.eFlags |= EF_AWARD_DEFEND; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; return; } } } /* ================ Team_CheckHurtCarrier Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag carrier defense. ================ */ void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker) { int flag_pw; if (!targ->client || !attacker->client) return; if (targ->client->sess.sessionTeam == TEAM_RED) flag_pw = PW_BLUEFLAG; else flag_pw = PW_REDFLAG; // flags if (targ->client->ps.powerups[flag_pw] && targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam) attacker->client->pers.teamState.lasthurtcarrier = level.time; // skulls if (targ->client->ps.generic1 && targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam) attacker->client->pers.teamState.lasthurtcarrier = level.time; } gentity_t *Team_ResetFlag( int team ) { char *c; gentity_t *ent, *rent = NULL; switch (team) { case TEAM_RED: c = "team_CTF_redflag"; break; case TEAM_BLUE: c = "team_CTF_blueflag"; break; case TEAM_FREE: c = "team_CTF_neutralflag"; break; default: return NULL; } ent = NULL; while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) { if (ent->flags & FL_DROPPED_ITEM) G_FreeEntity(ent); else { rent = ent; RespawnItem(ent); } } Team_SetFlagStatus( team, FLAG_ATBASE ); return rent; } void Team_ResetFlags( void ) { if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY ) { Team_ResetFlag( TEAM_RED ); Team_ResetFlag( TEAM_BLUE ); } } void Team_ReturnFlagSound( gentity_t *ent, int team ) { gentity_t *te; if (ent == NULL) { G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n"); return; } te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); if( team == TEAM_BLUE ) { te->s.eventParm = GTS_RED_RETURN; } else { te->s.eventParm = GTS_BLUE_RETURN; } te->r.svFlags |= SVF_BROADCAST; } void Team_TakeFlagSound( gentity_t *ent, int team ) { gentity_t *te; if (ent == NULL) { G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n"); return; } // only play sound when the flag was at the base // or not picked up the last 10 seconds switch(team) { case TEAM_RED: if( teamgame.blueStatus != FLAG_ATBASE ) { if (teamgame.blueTakenTime > level.time - 10000) return; } teamgame.blueTakenTime = level.time; break; case TEAM_BLUE: // CTF if( teamgame.redStatus != FLAG_ATBASE ) { if (teamgame.redTakenTime > level.time - 10000) return; } teamgame.redTakenTime = level.time; break; } te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); if( team == TEAM_BLUE ) { te->s.eventParm = GTS_RED_TAKEN; } else { te->s.eventParm = GTS_BLUE_TAKEN; } te->r.svFlags |= SVF_BROADCAST; } void Team_CaptureFlagSound( gentity_t *ent, int team ) { gentity_t *te; if (ent == NULL) { G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n"); return; } te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); if( team == TEAM_BLUE ) { te->s.eventParm = GTS_BLUE_CAPTURE; } else { te->s.eventParm = GTS_RED_CAPTURE; } te->r.svFlags |= SVF_BROADCAST; } void Team_ReturnFlag( int team ) { Team_ReturnFlagSound(Team_ResetFlag(team), team); if( team == TEAM_FREE ) { //PrintMsg(NULL, "The flag has returned!\n" ); } else { //flag should always have team in normal CTF //PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team)); PrintCTFMessage(-1, team, CTFMESSAGE_FLAG_RETURNED); } } void Team_FreeEntity( gentity_t *ent ) { if( ent->item->giTag == PW_REDFLAG ) { Team_ReturnFlag( TEAM_RED ); } else if( ent->item->giTag == PW_BLUEFLAG ) { Team_ReturnFlag( TEAM_BLUE ); } else if( ent->item->giTag == PW_NEUTRALFLAG ) { Team_ReturnFlag( TEAM_FREE ); } } /* ============== Team_DroppedFlagThink Automatically set in Launch_Item if the item is one of the flags Flags are unique in that if they are dropped, the base flag must be respawned when they time out ============== */ void Team_DroppedFlagThink(gentity_t *ent) { int team = TEAM_FREE; if( ent->item->giTag == PW_REDFLAG ) { team = TEAM_RED; } else if( ent->item->giTag == PW_BLUEFLAG ) { team = TEAM_BLUE; } else if( ent->item->giTag == PW_NEUTRALFLAG ) { team = TEAM_FREE; } Team_ReturnFlagSound( Team_ResetFlag( team ), team ); // Reset Flag will delete this entity } /* ============== Team_DroppedFlagThink ============== */ int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) { int i; gentity_t *player; gclient_t *cl = other->client; int enemy_flag; if (cl->sess.sessionTeam == TEAM_RED) { enemy_flag = PW_BLUEFLAG; } else { enemy_flag = PW_REDFLAG; } if ( ent->flags & FL_DROPPED_ITEM ) { // hey, its not home. return it by teleporting it back //PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n", // cl->pers.netname, TeamName(team)); PrintCTFMessage(other->s.number, team, CTFMESSAGE_PLAYER_RETURNED_FLAG); AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS); other->client->pers.teamState.flagrecovery++; other->client->pers.teamState.lastreturnedflag = level.time; //ResetFlag will remove this entity! We must return zero Team_ReturnFlagSound(Team_ResetFlag(team), team); return 0; } // the flag is at home base. if the player has the enemy // flag, he's just won! if (!cl->ps.powerups[enemy_flag]) return 0; // We don't have the flag //PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team))); PrintCTFMessage(other->s.number, team, CTFMESSAGE_PLAYER_CAPTURED_FLAG); cl->ps.powerups[enemy_flag] = 0; teamgame.last_flag_capture = level.time; teamgame.last_capture_team = team; // Increase the team's score AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1); // Team_ForceGesture(other->client->sess.sessionTeam); //rww - don't really want to do this now. Mainly because performing a gesture disables your upper torso animations until it's done and you can't fire other->client->pers.teamState.captures++; // add the sprite over the player's head other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); other->client->ps.eFlags |= EF_AWARD_CAP; other->client->rewardTime = level.time + REWARD_SPRITE_TIME; other->client->ps.persistant[PERS_CAPTURES]++; // other gets another 10 frag bonus AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS); Team_CaptureFlagSound( ent, team ); // Ok, let's do the player loop, hand out the bonuses for (i = 0; i < g_maxclients.integer; i++) { player = &g_entities[i]; if (!player->inuse) continue; if (player->client->sess.sessionTeam != cl->sess.sessionTeam) { player->client->pers.teamState.lasthurtcarrier = -5; } else if (player->client->sess.sessionTeam == cl->sess.sessionTeam) { if (player != other) AddScore(player, ent->r.currentOrigin, CTF_TEAM_BONUS); // award extra points for capture assists if (player->client->pers.teamState.lastreturnedflag + CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) { AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS); other->client->pers.teamState.assists++; player->client->ps.persistant[PERS_ASSIST_COUNT]++; // add the sprite over the player's head player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); player->client->ps.eFlags |= EF_AWARD_ASSIST; player->client->rewardTime = level.time + REWARD_SPRITE_TIME; } else if (player->client->pers.teamState.lastfraggedcarrier + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) { AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS); other->client->pers.teamState.assists++; player->client->ps.persistant[PERS_ASSIST_COUNT]++; // add the sprite over the player's head player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); player->client->ps.eFlags |= EF_AWARD_ASSIST; player->client->rewardTime = level.time + REWARD_SPRITE_TIME; } } } Team_ResetFlags(); CalculateRanks(); return 0; // Do not respawn this automatically } int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) { gclient_t *cl = other->client; //PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n", // other->client->pers.netname, TeamName(team)); PrintCTFMessage(other->s.number, team, CTFMESSAGE_PLAYER_GOT_FLAG); if (team == TEAM_RED) cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire else cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire Team_SetFlagStatus( team, FLAG_TAKEN ); AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS); cl->pers.teamState.flagsince = level.time; Team_TakeFlagSound( ent, team ); return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED } int Pickup_Team( gentity_t *ent, gentity_t *other ) { int team; gclient_t *cl = other->client; // figure out what team this flag is if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) { team = TEAM_RED; } else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) { team = TEAM_BLUE; } else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) { team = TEAM_FREE; } else { // PrintMsg ( other, "Don't know what team the flag is on.\n"); return 0; } // GT_CTF if( team == cl->sess.sessionTeam) { return Team_TouchOurFlag( ent, other, team ); } return Team_TouchEnemyFlag( ent, other, team ); } /* =========== Team_GetLocation Report a location for the player. Uses placed nearby target_location entities ============ */ gentity_t *Team_GetLocation(gentity_t *ent) { gentity_t *eloc, *best; float bestlen, len; vec3_t origin; best = NULL; bestlen = 3*8192.0*8192.0; VectorCopy( ent->r.currentOrigin, origin ); for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) { len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] ) + ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] ) + ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] ); if ( len > bestlen ) { continue; } if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) { continue; } bestlen = len; best = eloc; } return best; } /* =========== Team_GetLocation Report a location for the player. Uses placed nearby target_location entities ============ */ qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen) { gentity_t *best; best = Team_GetLocation( ent ); if (!best) return qfalse; if (best->count) { if (best->count < 0) best->count = 0; if (best->count > 7) best->count = 7; Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message ); } else Com_sprintf(loc, loclen, "%s", best->message); return qtrue; } /*---------------------------------------------------------------------------*/ /* ================ SelectRandomDeathmatchSpawnPoint go to a random point that doesn't telefrag ================ */ #define MAX_TEAM_SPAWN_POINTS 32 gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) { gentity_t *spot; int count; int selection; gentity_t *spots[MAX_TEAM_SPAWN_POINTS]; char *classname; if (g_gametype.integer == GT_SAGA) { if (team == SAGATEAM_IMPERIAL) { classname = "info_player_imperial"; } else { classname = "info_player_rebel"; } } else { if (teamstate == TEAM_BEGIN) { if (team == TEAM_RED) classname = "team_CTF_redplayer"; else if (team == TEAM_BLUE) classname = "team_CTF_blueplayer"; else return NULL; } else { if (team == TEAM_RED) classname = "team_CTF_redspawn"; else if (team == TEAM_BLUE) classname = "team_CTF_bluespawn"; else return NULL; } } count = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) { if ( SpotWouldTelefrag( spot ) ) { continue; } spots[ count ] = spot; if (++count == MAX_TEAM_SPAWN_POINTS) break; } if ( !count ) { // no spots that won't telefrag return G_Find( NULL, FOFS(classname), classname); } selection = rand() % count; return spots[ selection ]; } /* =========== SelectCTFSpawnPoint ============ */ gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint ( teamstate, team ); if (!spot) { return SelectSpawnPoint( vec3_origin, origin, angles ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } /* =========== SelectSagaSpawnPoint ============ */ gentity_t *SelectSagaSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint ( teamstate, team ); if (!spot) { return SelectSpawnPoint( vec3_origin, origin, angles ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } /*---------------------------------------------------------------------------*/ static int QDECL SortClients( const void *a, const void *b ) { return *(int *)a - *(int *)b; } /* ================== TeamplayLocationsMessage Format: clientNum location health armor weapon powerups ================== */ void TeamplayInfoMessage( gentity_t *ent ) { char entry[1024]; char string[8192]; int stringlength; int i, j; gentity_t *player; int cnt; int h, a; int clients[TEAM_MAXOVERLAY]; if ( ! ent->client->pers.teamInfo ) return; // figure out what client should be on the display // we are limited to 8, but we want to use the top eight players // but in client order (so they don't keep changing position on the overlay) for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) { player = g_entities + level.sortedClients[i]; if (player->inuse && player->client->sess.sessionTeam == ent->client->sess.sessionTeam ) { clients[cnt++] = level.sortedClients[i]; } } // We have the top eight players, sort them by clientNum qsort( clients, cnt, sizeof( clients[0] ), SortClients ); // send the latest information on all clients string[0] = 0; stringlength = 0; for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) { player = g_entities + i; if (player->inuse && player->client->sess.sessionTeam == ent->client->sess.sessionTeam ) { h = player->client->ps.stats[STAT_HEALTH]; a = player->client->ps.stats[STAT_ARMOR]; if (h < 0) h = 0; if (a < 0) a = 0; Com_sprintf (entry, sizeof(entry), " %i %i %i %i %i %i", // level.sortedClients[i], player->client->pers.teamState.location, h, a, i, player->client->pers.teamState.location, h, a, player->client->ps.weapon, player->s.powerups); j = strlen(entry); if (stringlength + j > sizeof(string)) break; strcpy (string + stringlength, entry); stringlength += j; cnt++; } } trap_SendServerCommand( ent-g_entities, va("tinfo %i %s", cnt, string) ); } void CheckTeamStatus(void) { int i; gentity_t *loc, *ent; if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) { level.lastTeamLocationTime = level.time; for (i = 0; i < g_maxclients.integer; i++) { ent = g_entities + i; if ( ent->client->pers.connected != CON_CONNECTED ) { continue; } if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) { loc = Team_GetLocation( ent ); if (loc) ent->client->pers.teamState.location = loc->health; else ent->client->pers.teamState.location = 0; } } for (i = 0; i < g_maxclients.integer; i++) { ent = g_entities + i; if ( ent->client->pers.connected != CON_CONNECTED ) { continue; } if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) { TeamplayInfoMessage( ent ); } } } } /*-----------------------------------------------------------------*/ /*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32) Only in CTF games. Red players spawn here at game start. */ void SP_team_CTF_redplayer( gentity_t *ent ) { } /*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32) Only in CTF games. Blue players spawn here at game start. */ void SP_team_CTF_blueplayer( gentity_t *ent ) { } /*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32) potential spawning position for red team in CTF games. Targets will be fired when someone spawns in on them. */ void SP_team_CTF_redspawn(gentity_t *ent) { } /*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32) potential spawning position for blue team in CTF games. Targets will be fired when someone spawns in on them. */ void SP_team_CTF_bluespawn(gentity_t *ent) { }